AltMM '17: Proceedings of the 2nd International Workshop on Multimedia Alternate Realities
ACM2017 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MM '17: ACM Multimedia Conference Mountain View California USA October, 2017
ISBN:
978-1-4503-5507-0
Sponsors:

Bibliometrics

Abstract

It is our great pleasure to welcome you to the second edition of the ACM International Workshop on Multimedia Alternate Realities, AltMM 2017.

Advances in multimedia technology, including hardware, software, and content format, have brought about increased computing capabilities to represent, process, interact, and communicate with/through media content with higher quality in multiple human sensory domains, including audio, visual, haptic, olfactory, and taste. Such advances have enabled the creation of immersive experiences that may involve the user in a different or augmented world, as an alternate reality. The AltMM workshop aims to bring together researchers and practitioners in both academia and industry to foster the creation of multimedia technology that allow users to access other worlds, to live other people's stories, to communicate with, or experience alternate realities. By exploring the meaning of alternate realness and the research questions for designing, creating, consuming, and evaluating alternate reality experience, AltMM serves as a unique international venue to foster the ideation of alternate realities based on immersive and interactive multimedia systems of the future.

AltMM 2017 features a keynote by Professor Balakrishnan Prabhakaran from the University of Texas Dallas on quantifying the Quality of Immersive Experience. An esteemed researcher in the multimedia community, Professor Prabhakaran has contributed to the advances of immersive multimedia systems, including 3D tele-immersion and haptic-based interaction, with applications in healthcare. We are delighted to have Professor Prabhakaran as the keynote speaker at the workshop and we thank him for sharing his thoughts on the important issue of Quality of Immersive Experience with the attendees.

SESSION: Keynote Address
keynote
Public Access
Quantifying the Quality of Immersive Experiences

Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but ...

SESSION: Quality of Immersive Experience
research-article
Quality of Alternate Reality Experience and Its QoE Influencing Factors

This paper has identified three types of alternate reality experiences, namely, spatial immersion, emotional immersion, and social immersion, by providing their definitions, application scenarios and the QoE influencing factors. These QoE influencing ...

research-article
Bandwidth Reduction of Omnidirectional Viewport-Dependent Video Streaming via Subjective Quality Assessment

Omnidirectional video is more and more widespread in consumer electronics and professional capture devices, as well over Internet via novel streaming services. Omnidirectional video requires a large streaming bandwidth. To date there is little knowledge ...

research-article
Subjective Evaluation of an Olfaction Enhanced Immersive Virtual Reality Environment

Recent research efforts have reported findings on user Quality of Experience (QoE) of immersive virtual reality (VR) experiences. Truly immersive multimedia experiences also include multisensory components such as factional, tactile etc., in addition to ...

SESSION: Design and Applications of Alternate Realities
research-article
Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge: Approaches and Challenges

In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game ...

research-article
Developing a Multi-Device Immersive TV-Experience: User Expectations and Practices

This paper discusses the results of a closed lab pilot test featuring a documentary on a football school in Porto. The documentary was displayed as regular directed TV-content on an HD TV-screen and participants could use a Samsung Gear VR HMD and a ...

Index Terms

(auto-classified)
  1. Proceedings of the 2nd International Workshop on Multimedia Alternate Realities

    Acceptance Rates

    Overall Acceptance Rate 5 of 16 submissions, 31%
    YearSubmittedAcceptedRate
    AltMM '1616531%
    Overall16531%

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